#ProjectWeirdLittleGuy update for #ScreenshotSaturday added a second layer of world generation so I can render lower fidelity tiles out into the very far distance. Now I am back to having to work out more of the high level game design #GodotEngine
Oh hey! A little #ProjectWeirdLittleGuy update for #ScreenshotSaturday! When you're talking to NPCs it now generates a little snapshot portrait of them to display in the UI along with any stats I want to add. #GodotEngine
Been using #GodotEngine for all my own stuff the last few years, but this week I'm at a gamejam and we're using Unity and I just can't believe how much more frustrating it is for almost all the things I want to do, and is somehow getting worse? It no longer supports debugging in VScode? That's madness.
@SkellySoft@mastodon.gamedev.place I mean, that would definitely take more work but I know how I would do it. UI objects in #GodotEngine basically have drag and drop built in. You just have to define what the rules are.
#ScreenshotSaturday for #ProjectWeirdLittleGuy this week is just me being surprised, once again, at how easy something is to do it #GodotEngine. Here's click and drag inventory slots in #Godot4 implemented in about 20 mins.
twitter.com/Ze_Burnay/status/1585657191243157504Almost at 20k followers
— Zé Burnay ✹ (@Ze_Burnay) October 27, 2022
Here's a pinecrab
#ScreenshotSaturday for #ProjectWeirdLittleGuy this week features this little fella by Zé Burnay that I absolutely fell in love with on Twitter and wanted to try recreating in 3d. Here's Pinecrab modeled in #Blender and procedurally animated in #GodotEngine with #Godot4's new skeleton modification stack. #gamedev